[Bf-cycles] BPT Caustic Samples?

Mohamed Sakr 3dsakr at gmail.com
Thu Aug 25 13:04:55 CEST 2016


yes, but filter glossy does a little more (that can't be done by the
nodes)., but it is the same logic.

On Thu, Aug 25, 2016 at 12:07 PM, lsscpp <lsscpp at gmail.com> wrote:

> ​Isn't this already in being it the filter glossy feature?​
>
>
>
>> I know what do you mean, you want a sampling for caustics only, let's see
>> how caustics are created:
>> ray emit from the camera, hit a diffuse surface, bounce to a
>> glossy/refraction surface (with low roughness), hit the light.
>> so to get a better caustics you will need to increase diffuse samples.
>>
>> but on the material side, you can catch indirect caustics, but using is
>> singular ray and is glossy/refraction rays for low roughness shaders.
>>
>> to catch direct caustics, you will need first bounce to be "is diffuse
>> ray?" when your actual shader is a glossy/refraction material.
>> to reduce caustic noise you will need to increase roughness of your
>> glossy/refraction shader after the diffuse ray. (this will allow to catch
>> more light paths).
>> hope I didn't mess anything, if I mentioned anything wrong others may
>> correct, thanks.
>>
>> On Tue, Aug 23, 2016 at 6:20 PM, Zauber Paracelsus <zauber at gridmail.org <https://lists.blender.org/mailman/listinfo/bf-cycles>>
>> wrote:
>>
>> >* Could you clarify your meaning?
>> *>>* On 08/23/2016 12:09 PM, Mohamed Sakr wrote:
>> *>* > I guess you can catch caustic samples using is singular ray?
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>>
>>
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